Bug 14309 - AudioUnit.SetRenderCallback set the callback for all the AudioUnit and not only for the desired bus
Summary: AudioUnit.SetRenderCallback set the callback for all the AudioUnit and not on...
Status: RESOLVED FIXED
Alias: None
Product: iOS
Classification: Xamarin
Component: Xamarin.iOS.dll ()
Version: 6.4.4
Hardware: Macintosh All
: --- normal
Target Milestone: Untriaged
Assignee: Marek Safar
URL:
Depends on:
Blocks:
 
Reported: 2013-08-28 23:38 UTC by pierre
Modified: 2013-09-02 06:46 UTC (History)
4 users (show)

Tags:
Is this bug a regression?: ---
Last known good build:


Attachments
Sample for the problem (2.69 MB, application/octet-stream)
2013-09-01 21:38 UTC, pierre
Details


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Status:
RESOLVED FIXED

Description pierre 2013-08-28 23:38:55 UTC
With iOS native interface it possible to set a different rendering callback to each of a AudioUnit input bus. With Xamarin the callback seems to be set at the AudioUnit level. This prevent for example from having several different synthesizing method at the entry of a mixer. 
A possible workaround is to combine the different callbacks together and switch inside depending on the bus index. But this solution is neither elegant nor efficient.
Comment 1 Marek Safar 2013-08-30 07:02:06 UTC
The fact that the SetRenderCallback is an instance method of AudioUnit does not mean it's global. You can/need still configure it via AudioUnitScopeType. Am I missing something here?
Comment 2 pierre 2013-09-01 21:38:01 UTC
Created attachment 4767 [details]
Sample for the problem
Comment 3 pierre 2013-09-01 21:42:53 UTC
Thank you for the comment.
I added you a sample to the problem. The sample is derived from the xamarin 'AUSoundTriggeredPlayingSoundMemoryBased' sample. The important part is in 'ExtAudioBufferPlayer.cs'.
The problem is that we cannot one different callbacks for each of the inputs bus of an multiChannelMixer unit.
Comment 4 Marek Safar 2013-09-02 06:46:45 UTC
Fixed in master